Age | Commit message (Collapse) | Author |
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The butterfly wing flap, causing a nice storm in the rest of blender.
Now all dependencies should point ok again. CMakers, do double-test.
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- WITH_OPENJPEG wasn't defined for creator.c with CMake.
- remove shadowed/redefined vars.
- remove some unused RNA report args.
- re-arrange IMB_FILE_TYPES so IRIS is not the first format tested, since its not very common test JPEG and PNG first.
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Option menus (like Mapping options in texture) now show a tooltip on
the button itself, explaining the selected option.
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* In windows the old button was tested to be equal to the new button (ui_but_equals_old()) even if their optype wasn't the same. Adding a check for optypes fixes all three reported issues.
* For some strange reason this didn't happen on other platforms.
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Buttons drawing of floating point values still was using 4 digits
as maxumum precision. RNA definitions for float allows 7 easily.
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- rename layout.operator_enums -> operator_enum (since we have operator_menu_enum, only called in 4 places)
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headers.
left in warnings where functions obviously need to get ported to 2.5x still.
Also, render stamp seq strip works again.
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popup appears, saving an extra click
I've separated out the "XXX"-'d event-adding-hack section from the
search-menu code into a separate API function (as recommended there).
This call is used to make sure that textboxes in popups can get
activated by default, to allow typing immediately.
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its default value instead of resetting the entire array
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header static for blenlib, blenkernel and editors.
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Very nasty UI code issue: since every button is re-defined on a
redraw, having UI redraws while using a button was not possible.
This was solved long ago by copying over data from previous button.
However, this fails when buttons have callbacks with its own (or
a parent button) pointer.
This bug reporter found crashes in draw-overlap UI mode, this
draws entire UI over for every menu redraws, making previous button
pointers invalid. (for triple buffer, the UI is not redrawn, only
the menus).
In general: all systems falling back to old swapbuffers would have
suffered some instability because of this.
Fix is that now the old button gets lifted out from the previous
list and inserted in the new list. Works fine, but needs some tests!
Also in this commit: TIFF endian switching not needed for 16 bits tiff.
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- fix mistake with grease pencil UI (&& was intended but & used).
- use (void) rather then () across _all_ blenders code.
- a few minor edits, don't shadow stack variables in roll calculation & avoid running memset() for VBO vertex map.
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most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
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mostly replace strcpy with BLI_strncpy and multiple strcat's with a BLI_snprintf().
also fix possible crash if CWD isnt available.
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- modifier code was using sizeof() without knowing the sizeof the array when clearing the modifier type array.
- use BLI_snprintf rather then sprintf where the size of the string is known.
- particle drawing code kept a reference to stack float values (not a problem at the moment but would crash if accessed later).
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CWD was longer then 160.
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On certain buttons, and only when not in triple buffer, pressing
RMB "Add shortcut" crashed Blender. NULL check missing.
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- BGE was getting MCol array and not using it.
- use list lookup functions for getting constraint from pose bone.
- use const char * in more places.
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Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)
This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.
Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
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Subpixel position issue... when is this ever correct? :)
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UI bug: when a button has an open menu, the menu closed on any
mouse-over of other buttons in this panel. That's not too bad,
but it didn't check for whether the mouse was already inside the
menu itself (respecting safety region).
The bug showed error on zoomed in UI, using FPS presets, in case
the menu-button was drawing aligned with other buttons. A real
boundary case... :)
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Outliner was drawing icons sometimes blurred. Happens when subpixel
positions vary. UI code doesn't suffer this, it makes own ortho for
it.
This fix re-uses an un-used v2d flag (V2D_PIXELOFS_X) to force a 2d
view on pixel exact positions. It's set for outliner only, I need
testing feedback first.
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- remove unneeded casts to (char*) in interface code.
- replace strcmp(.., "") with checks on the first char of the string.
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Number buttons, in text input mode, now also align internally
like text buttons.
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"ImportError: No module named _socket" because of copying wrong files over.
- move test -> tests, this name is used elsewhere in lib/tests.
- change interface code not to loop on a float value (clang warning), harmless, but with extreme cases an eternal loop would still be possible though unlikely.
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Fixed one of oldest annoyances in Blender: the text input button!
It always behaved stupid when you had clipped text in a button.
Now while using arrows the cursor will move as expected, and only
internally shift contents when cursor reaches edge of button.
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Paint modes: toolbar showed the preview image with double scaling applied,
so if UI zoomed in the image grew outside boundary.
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Preview icons got lost... commit of yesterday caused it.
Conflict between preview render icons, and brush icons...
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Report was that move-to-layer menu failed. The real cause was
more complex; had to dive deep in the dungeons of the interface
code that handled undos and operators. Found several issues:
- popup menus (like redo operator, color picker) executed again
on a mouse-exit
- far too many buttons were sending undo pushes; even worse, in
the operator redo-panel each button action was pushed twice
- in case operator redo-buttons have own callbacks (like layer
buttons) the redo wasn't working
- layerbutton menu was called without creating a proper undo/redo
case
Things should all work smoother now!
On todo:
- better definition and handling of all versions for operator menus
(four types now, not fun)
also: make operator "do" menu, which on first action does operator
and then switches to redo-ing
- bring back Undo menu, to list the undo stack and jump in it.
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useful for testing with a predictable environment.
also commented python benchmark prints on exit, can enable when profiling later.
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has been marked for update then do it regardless. Otherwise changing
the texture type doesn't always update the brush texture preview.
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enter weight paint, hopefully fully fixed this time
* The texture selector for brushes wasn't updating. Seems that preview
images have two sizes, small (icon) and big, but it was only
updating if the icon size was set to update. Now both are checked.
* Also changed the previewimage arrays to use the already-existing
PREVIEW_MIPMAPS define, makes it a little clearer what the arrays
are for.
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paint
A couple underlying issues:
* Paint icon was looking only at the object mode to determine what the
"current" mode is, but that gave problems when the object mode was
anything other than texpaint, but 2D image paint was turned on. Fix
was to also look at what space is being drawn, and only if it's in
the 3D view does it look at the ob mode.
* The brushes lists weren't getting filtered correctly in the same
case where 2D image paint was on but a different object mode is
enabled. Fixed by changing the brush rna poll to look at the paint
source, rather than the object mode.
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Added new option for applyong modifiers on splines' points. This moves
tesselation point and path would be affected by modifiers which are applied on
splines' points.
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also removed unnecessary NULL checks (where the pointer was used later without checking).
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also minor functional changes
- OBJECT_OT_make_links_data() type property is now assigned to the operator property (so popup menu can find it)
- removing BG image now returns cancelled if no image is removed.
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Submitted by: Peter Tarasenko (pit)
This patch switches the screen real-estate given to the "open/close"
and "drag" zones for panels.
- Now, the entire header is used for resizing (open/close) panels
instead of just the triangle widget being used for this. This makes it
a larger target for clicking on, making it easier to do so (Fitt's Law
in action!)
- Dragging panels now is relegated to the "grabber" zone on the top-
right corner only now. This reflects the lesser importance of panel
reordering in the panel designs now over being able to open/close
them.
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buttons would not add an undo event if the button had no tooltip/draw-string.
add a fallback string 'Unknown Action' so undo's are predictable.
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+ changed lines connecting nodes:
they now use a linewidth of 1.5px for the light foreground and 4px for the dark background.
this should fix node-lines not being visible on almost black or all white backdrops.
+ muted nodes now also show a red tinted header if they are hidden (collapsed)
+ both active and selected nodes show a (now properly antialiased) highlighting frame
+ fixed a small error in dropshadow code resulting in a gap at borders
+ fixed a tiny error for the collapsing indicators (triangles) - they were not symmetrical.
Ton will add proper theme colors for the node-editor in the coming days.
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have makesrna.c omit unused _data definitions for rna funcs with no args.
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- Outliner: new scroll operator, PageUp PageDown scroll entire page now.
- 2D views (like buttons) PageUp PageDown now also scroll entire page.
(they used same step as scrollwheel before)
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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don't draw the image if the size is 0.
Crash was actually an assert() so debug builds only, replace assert() with BKE_assert() so crash is opt in build option.
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ed_marker_rename_exec
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